Join Aaron F. Ross for an in-depth discussion in this video Adjusting metalness and reflection color, part of 3ds Max: Advanced Materials.
- [Instructor] Continuing our exploration of the physical material using the ART renderer in an active shade window, let's now learn about reflections and metalness. To see this most clearly I'll bring the Roughness back down to zero, meaning that we will have full strength reflections, and now it looks like it's a very shiny specular highlight there. But we also have a base color that is adding. So we can change that up, let's go to the base color, click on that, and set the value to 0.3, and click OK.
And now you can see that we're adding the diffuse color, which is a gray, and we're getting specular highlights and reflections superimposed over that. Currently the specular highlights will be whatever the color of the lights in the scene are, and if we want to control the specular highlights and maybe make them a different color, we can do that. We need to go into Material mode, Advanced. Now we have a separate Reflections color.
If we click on that and give it maybe a bright yellow, we can start to see that appear. So we've got a sort of nonphysical effect here now where we're able to cheat the color of the highlights. And that might be helpful for certain types of metals. I might want to go back into my base color and set that to a gold, maybe bring the value down a little bit more, and you can see here now that we do have the ability to achieve a quasi metal effect just using a Metalness value of zero, and in this mode we do have the ability to cheat the color of reflections.
I can go back into that Reflection color swatch and give a really clear example here of a nonphysical effect. Okay, I'll bring this back down to white, and then click OK, and we'll learn now about Metalness itself. If Metalness is zero, we have the standard shading model. If we increase the Metalness up to one, we transition to a purely metal shading model that doesn't have any subsurface scattering, and the base color and reflection color are locked.
So we can set Metalness to one, and as soon as we do that, we start to see these tinted highlights even though reflections are white, and that should indicate that the reflection color is tied to the base color. I can go back in there and increase the saturation maybe, give it a bit more of a convincing gold color here. Okay, pretty nice, and we do have the ability also to dim the reflections down, but only if we have a Metalness value that is not equal to one.
Right now, with Metalness at one, I can set Reflections to zero and it won't actually change the look of the rendering. But if Metalness is set to something lower than one, then this amount will take effect. I'll just set it back up to a value of one. In Material Advanced mode you may also notice that there are two Roughness parameters. The main Roughness is this one here in Reflections, so if I increase that up to a value of one, then we don't have the specular reflections anymore.
And this one up here is an additional layer of roughness that only affects the diffuse component or base color, and it's kind of a subtle effect, and even if I turn this up to a value of one, we may not see much of a change here. But these highlights got just a little bit brighter when I did that. Okay, back to my very shiny polished gold or brass. I'll bring the Roughness down to zero in both of those fields. All right, and that is how Metalness affects the Reflections in Advanced Material mode.
- Streamlining material editor workflow
- Managing XREFs and materials
- Laying out a scene for material testing
- Using the Physical Material
- Controlling highlights with Roughness
- Directing reflections and refractions
- Simulating translucency and scattering
- Building a shading network
- Combining and color correcting maps
- Baking maps such as ambient occlusion
- Procedural mapping with Substance
- Using relief maps: bump, normal, and displacement